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Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Crimson Harvest posted:

Has anyone discovered a good way to gen low-altitude or flat volcanoes? Its more fun to work with magma than to just spawn it in with DFHack.

Lots of fuckin' volcanoes and lots of fuckin' patience.

You can also mess with altitude distributions to force as many biomes as possible to generate just barely above sea level but trying this along with high volcano requirements tends to lead to hundreds or thousands of rejections before you get an acceptable map.

Personally, I stopped bothering now that every map has magma at the bottom anyways. Just create a burrow with all the relevant stockpiles and niceties and assign your smith to it.

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M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
I had a system where on embark I would use dfhack to reveal the map, mark out a safe path down to the magma that wouldn't expose the route to caverns or be close enough to reveal adamantine, and also automark all ore and gems for mining (removing anything that would interfere with the safe route down or expose adamainte) and then unreveal.

Yeah its cheaty as hell but its not like its hard to find the stuff anyway, just less of a pain to plan ahead for it.

Neurion
Jun 3, 2013

The musical fruit
The more you eat
The more you hoot

Crimson Harvest posted:

Has anyone discovered a good way to gen low-altitude or flat volcanoes? Its more fun to work with magma than to just spawn it in with DFHack.

I wrote a DFhack script to print out info on subterranean features (and evil clouds and whatnot) before you embark in a location. It'd tell you the highest Z level the feature would reach, so it'd be easier to find magma tubes that're closer to the surface. If I remember to, when I get home from work I'll throw it up on pastebin or something for you to use.

Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!

Neurion posted:

I wrote a DFhack script to print out info on subterranean features (and evil clouds and whatnot) before you embark in a location. It'd tell you the highest Z level the feature would reach, so it'd be easier to find magma tubes that're closer to the surface. If I remember to, when I get home from work I'll throw it up on pastebin or something for you to use.

That sounds real good. Is there a way to know if you have a lava tube on the site selection map?

Neurion
Jun 3, 2013

The musical fruit
The more you eat
The more you hoot

Crimson Harvest posted:

That sounds real good. Is there a way to know if you have a lava tube on the site selection map?

Yes. Here's the script. copy it to the \hack\scripts folder. When you run it at the embark site chooser, you should see output similar to this:



Of course, most of your embarks will not have adamantine spires or magma tubes that reach that high, so you'll have to look around a bunch. What I do is change the embark size to 16 x 16, so it covers the entire local area, then run the script to even see if there's anything of interest in that block. If there is, I narrow the size of my embark and run the script until I figure out where the good features are.

Also, if you run the script while overlapping an evil area, you'll learn about what Fun awaits you:



Or even...



The numbers next to the syndrome effects are the severity, (10) being mild and (100) being severe, followed by the start, peak, and end times in game ticks. Note that apparently you can have permanent effects. Have fun playing in the slush that results in eternal oozing sores!

TildeATH
Oct 21, 2010

by Lowtax

Decrepus posted:

One time a glumprong log widowdwarfer killed my logger by pulverizing his body.

This sounds like the beginning of a lost Lewis Carrol poem.

TheCIASentMe
Jul 11, 2003

I'll get you! Just you wait and see!

Crimson Harvest posted:

Has anyone discovered a good way to gen low-altitude or flat volcanoes? Its more fun to work with magma than to just spawn it in with DFHack.

Yeah. I'll try to remember to post my world gen settings for this when I get home.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS
I'm playing again and it's not as laggy as I remember.

Addamere fucked around with this message at 00:19 on Apr 6, 2017

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!

Addamere posted:

I'm playing again and it's not as laggy as I remember.

64-bit no longer is constrained to just 2GB of RAM like the versions before 43.05 were

BigShasta
Oct 28, 2010
Will loading an old 43.0x save in the newer 64 bit version allow you to take advantage of that improvement?

Lampsacus
Oct 21, 2008

I finally got over that initial 'hump' of difficulty in learning to play this game. It really isn't so bad as the meme makes it out to be. but with the ui egh what can you do.

I'm building 1z fortresses and dying lots. i'm somewhere between managing trades and crafting gems. Oh, and once two orges killed everybody. I enjoy this game because i don't know whats going on. Not since the old City-Builder series have I flailed so much.
edit: it strikes me as odd that I first installed this game ten years ago. I messed around a bit and left it. It's odd to have an impression of a game and suddenly its a decade later and i'm playing dwarf fortress '07+.

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

IAmTheRad posted:

64-bit no longer is constrained to just 2GB of RAM like the versions before 43.05 were

I've never understood why the extra RAM would reduce the lag. Was DF itself throwing away data and recomputing it later, to stay under the memory ceiling? That would be surprising to me!

Michaellaneous
Oct 30, 2013

RAM is a lot faster to access, read and write. The more parts of a game you can load into RAM, the better.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




The biggest factor in DF lag is keeping track of the incredible number of items generated just by playing the game. The biggest way those items lag the game is by rotating in and out of RAM as their status changes. More RAM=more items processable at onece=less lag

BMan
Oct 31, 2015

KNIIIIIIFE
EEEEEYYYYE
ATTAAAACK


You are all wrong about the increased RAM limit causing speed improvement. When 32 bit programs go over 2GB of RAM, they don't start paging to disk, they just crash (which is the actual reason why Toady implemented 64 bit).

What can actually make a 64 bit program run faster, is access to more CPU registers that don't exist in 32 bit CPUs.

reignofevil
Nov 7, 2008
When you put a bigger RAM in the game it runs through the underbrush faster; increasing speed.

TheCIASentMe
Jul 11, 2003

I'll get you! Just you wait and see!
Forgot to post this last night but here's the world gen data I use for generating a lot of volcanoes and flat-er ones. Also has higher amounts of Good Biomes because last time I was trying to make a unicorn slaughter house.

code:
[WORLD_GEN]
	[TITLE:VOLCANOES AND RIVERS]
	[DIM:65:65]
	[EMBARK_POINTS:1324]
	[END_YEAR:100]
	[BEAST_END_YEAR:50:80]
	[REVEAL_ALL_HISTORY:1]
	[CULL_HISTORICAL_FIGURES:1]
	[ELEVATION:80:320:800:800]
	[RAINFALL:5:80:400:400]
	[TEMPERATURE:35:70:400:400]
	[DRAINAGE:15:65:800:800]
	[VOLCANISM:0:100:3200:3200]
	[SAVAGERY:0:80:3200:3200]
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]
	[RAIN_FREQUENCY:1:1:1:1:1:1]
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
	[VOLCANISM_FREQUENCY:2:3:1:1:1:3]
	[POLE:NORTH_AND_OR_SOUTH]
	[MINERAL_SCARCITY:100]
	[MEGABEAST_CAP:75]
	[SEMIMEGABEAST_CAP:150]
	[TITAN_NUMBER:1]
	[TITAN_ATTACK_TRIGGER:80:0:100000]
	[DEMON_NUMBER:22]
	[NIGHT_TROLL_NUMBER:11]
	[BOGEYMAN_NUMBER:11]
	[VAMPIRE_NUMBER:26]
	[WEREBEAST_NUMBER:5]
	[SECRET_NUMBER:52]
	[REGIONAL_INTERACTION_NUMBER:22]
	[DISTURBANCE_INTERACTION_NUMBER:22]
	[EVIL_CLOUD_NUMBER:11]
	[EVIL_RAIN_NUMBER:11]
	[GENERATE_DIVINE_MATERIALS:1]
	[GOOD_SQ_COUNTS:1000:500:10]
	[EVIL_SQ_COUNTS:1:16:0]
	[PEAK_NUMBER_MIN:0]
	[PARTIAL_OCEAN_EDGE_MIN:0]
	[COMPLETE_OCEAN_EDGE_MIN:0]
	[VOLCANO_MIN:100]
	[REGION_COUNTS:SWAMP:0:0:0]
	[REGION_COUNTS:DESERT:0:0:0]
	[REGION_COUNTS:FOREST:0:0:0]
	[REGION_COUNTS:MOUNTAINS:0:0:0]
	[REGION_COUNTS:OCEAN:0:0:0]
	[REGION_COUNTS:GLACIER:0:0:0]
	[REGION_COUNTS:TUNDRA:0:0:0]
	[REGION_COUNTS:GRASSLAND:0:0:0]
	[REGION_COUNTS:HILLS:0:0:0]
	[EROSION_CYCLE_COUNT:500]
	[RIVER_MINS:400:400]
	[PERIODICALLY_ERODE_EXTREMES:1]
	[OROGRAPHIC_PRECIPITATION:1]
	[SUBREGION_MAX:2750]
	[CAVERN_LAYER_COUNT:3]
	[CAVERN_LAYER_OPENNESS_MIN:70]
	[CAVERN_LAYER_OPENNESS_MAX:100]
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:1]
	[CAVERN_LAYER_WATER_MIN:0]
	[CAVERN_LAYER_WATER_MAX:100]
	[HAVE_BOTTOM_LAYER_1:1]
	[HAVE_BOTTOM_LAYER_2:1]
	[LEVELS_ABOVE_GROUND:5]
	[LEVELS_ABOVE_LAYER_1:5]
	[LEVELS_ABOVE_LAYER_2:1]
	[LEVELS_ABOVE_LAYER_3:1]
	[LEVELS_ABOVE_LAYER_4:1]
	[LEVELS_ABOVE_LAYER_5:2]
	[LEVELS_AT_BOTTOM:1]
	[CAVE_MIN_SIZE:5]
	[CAVE_MAX_SIZE:25]
	[MOUNTAIN_CAVE_MIN:100]
	[NON_MOUNTAIN_CAVE_MIN:200]
	[ALL_CAVES_VISIBLE:0]
	[SHOW_EMBARK_TUNNEL:2]
	[TOTAL_CIV_NUMBER:40]
	[TOTAL_CIV_POPULATION:15000]
	[SITE_CAP:1500]
	[PLAYABLE_CIVILIZATION_REQUIRED:1]
	[ELEVATION_RANGES:0:0:0]
	[RAIN_RANGES:0:0:0]
	[DRAINAGE_RANGES:0:0:0]
	[SAVAGERY_RANGES:0:0:0]
	[VOLCANISM_RANGES:0:0:0]

[WORLD_GEN]
	[TITLE:Pocket VOLCANOES AND RIVERS]
	[DIM:17:17]
	[EMBARK_POINTS:1504]
	[END_YEAR:1050]
	[BEAST_END_YEAR:30:80]
	[REVEAL_ALL_HISTORY:1]
	[CULL_HISTORICAL_FIGURES:0]
	[ELEVATION:80:320:200:200]
	[RAINFALL:0:80:400:400]
	[TEMPERATURE:35:70:400:400]
	[DRAINAGE:0:65:800:800]
	[VOLCANISM:0:100:3200:3200]
	[SAVAGERY:20:100:3200:3200]
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]
	[RAIN_FREQUENCY:1:1:1:1:1:1]
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
	[VOLCANISM:0:100:3200:3200]
	[POLE:NORTH_OR_SOUTH]
	[MINERAL_SCARCITY:2500]
	[MEGABEAST_CAP:100]
	[SEMIMEGABEAST_CAP:200]
	[TITAN_NUMBER:1]
	[TITAN_ATTACK_TRIGGER:80:0:100000]
	[DEMON_NUMBER:20]
	[NIGHT_TROLL_NUMBER:10]
	[BOGEYMAN_NUMBER:10]
	[VAMPIRE_NUMBER:10]
	[WEREBEAST_NUMBER:10]
	[SECRET_NUMBER:20]
	[REGIONAL_INTERACTION_NUMBER:20]
	[DISTURBANCE_INTERACTION_NUMBER:20]
	[EVIL_CLOUD_NUMBER:10]
	[EVIL_RAIN_NUMBER:10]
	[GENERATE_DIVINE_MATERIALS:1]
	[GOOD_SQ_COUNTS:1:1:1]
	[EVIL_SQ_COUNTS:1:0:0]
	[PEAK_NUMBER_MIN:0]
	[PARTIAL_OCEAN_EDGE_MIN:0]
	[COMPLETE_OCEAN_EDGE_MIN:0]
	[VOLCANO_MIN:10]
	[REGION_COUNTS:SWAMP:0:0:0]
	[REGION_COUNTS:DESERT:0:0:0]
	[REGION_COUNTS:FOREST:0:0:0]
	[REGION_COUNTS:MOUNTAINS:0:0:0]
	[REGION_COUNTS:OCEAN:0:0:0]
	[REGION_COUNTS:GLACIER:0:0:0]
	[REGION_COUNTS:TUNDRA:0:0:0]
	[REGION_COUNTS:GRASSLAND:0:0:0]
	[REGION_COUNTS:HILLS:0:0:0]
	[EROSION_CYCLE_COUNT:250]
	[RIVER_MINS:1:1]
	[PERIODICALLY_ERODE_EXTREMES:1]
	[OROGRAPHIC_PRECIPITATION:1]
	[SUBREGION_MAX:2750]
	[CAVERN_LAYER_COUNT:3]
	[CAVERN_LAYER_OPENNESS_MIN:0]
	[CAVERN_LAYER_OPENNESS_MAX:100]
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
	[CAVERN_LAYER_WATER_MIN:0]
	[CAVERN_LAYER_WATER_MAX:100]
	[HAVE_BOTTOM_LAYER_1:1]
	[HAVE_BOTTOM_LAYER_2:1]
	[LEVELS_ABOVE_GROUND:15]
	[LEVELS_ABOVE_LAYER_1:5]
	[LEVELS_ABOVE_LAYER_2:1]
	[LEVELS_ABOVE_LAYER_3:1]
	[LEVELS_ABOVE_LAYER_4:1]
	[LEVELS_ABOVE_LAYER_5:2]
	[LEVELS_AT_BOTTOM:1]
	[CAVE_MIN_SIZE:5]
	[CAVE_MAX_SIZE:25]
	[MOUNTAIN_CAVE_MIN:1]
	[NON_MOUNTAIN_CAVE_MIN:2]
	[ALL_CAVES_VISIBLE:0]
	[SHOW_EMBARK_TUNNEL:2]
	[TOTAL_CIV_NUMBER:5]
	[TOTAL_CIV_POPULATION:15000]
	[SITE_CAP:18]
	[PLAYABLE_CIVILIZATION_REQUIRED:1]
	[ELEVATION_RANGES:36:72:36]
	[RAIN_RANGES:0:0:0]
	[DRAINAGE_RANGES:0:0:0]
	[SAVAGERY_RANGES:0:0:0]
	[VOLCANISM_RANGES:0:0:0]

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Michaellaneous posted:

RAM is a lot faster to access, read and write. The more parts of a game you can load into RAM, the better.

What wasn't being kept in RAM before? Do you mean that it was paging manually? The on-disk resources for DF are a few text files, they're not consuming the memory.

I've spent a lot of time doing memory optimizations for large programs, but that doesn't make sense to me.

Gnoman posted:

The biggest factor in DF lag is keeping track of the incredible number of items generated just by playing the game. The biggest way those items lag the game is by rotating in and out of RAM as their status changes. More RAM=more items processable at onece=less lag

Where are they rotated to? I've never seen a backing file in my DF folders, and it runs just fine with that folder on a relatively slow network share.

Tars Tarkas
Apr 13, 2003

Rock the Mok



A nasty woman, I think you should try is, Jess.


My stupid current Civ somehow never invented robes, which is annoying because it's part of my usual military uniform. They also somehow became almost extinct between fortress years 1 and 3 so no more outpost liaison. Probably because they didn't have robes to keep them safe.

verbal enema
May 23, 2009

onlymarfans.com
I wonder if toady updating the UI would just as long as it has to get to where we are today with all the game mechanics and whatnots

2165 : Dwarf Fortress leaves beta

RFC2324
Jun 7, 2012

http 418

verbal enema posted:

I wonder if toady updating the UI would just as long as it has to get to where we are today with all the game mechanics and whatnots

2165 : Dwarf Fortress leaves beta

Ofc, it has been writing itself since 2030.

Tunicate
May 15, 2012

:frogbon: posted:

We rescued our first child! The seven dwarves are now caring for Obol, a four year old human they found in the goblin pits. An impressionable child, she inherited the goblin ethics of valuing power over others and her personal dream is to take over the world. I'm sure it'll be fine.

I'm balancing out abstract equipment strength numbers and working more with the post-worldgen raid/battle code, since it wasn't really geared toward smaller numbers of well-equipped player dwarves fighting at sites. That'll merge in with the reports they give when they return, which is the next project.

Psycho Society
Oct 21, 2010
Oh hell yeah. Army arc finally coming into its own sounds like

Iunnrais
Jul 25, 2007

It's gaelic.
When did he first say that he was actively aiming at the army arc, in that everything he was coding was laying the groundwork for it? Three years ago? Four? Longer? I know it's been more than one full release ago. More than two or three, actually.

This will be awesome.

Playstation 4
Apr 25, 2014
Unlockable Ben
IIRC, the first mentions of what we know as the army arc came after DF2010's release, which incidentally was 7 years ago on April Fools Day.

Kennel
May 1, 2008

BAWWW-UNH!
But can we kidnap goblin children?

Zesty
Jan 17, 2012

The Great Twist

Kennel posted:

But can we kidnap goblin children?

Post in the Future of the Fortress thread.

Tars Tarkas
Apr 13, 2003

Rock the Mok



A nasty woman, I think you should try is, Jess.


Rescuing kids sounds rad and is one of the things I'll probably set up forts to do to help bring light to the darkness. And then we'll all die when a dragon attacks, together, as family.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
I like the idea of having more gameplay-oriented, long-term goals in fortress mode. I never was much for megaprojects.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

Tuxedo Catfish posted:

I like the idea of having more gameplay-oriented, long-term goals in fortress mode. I never was much for megaprojects.

Agreed. Megaprojects and optimization for its own sake seem the only goals right now beyond becoming the capital of your civilization. I want more things to do!

Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!

TheCIASentMe posted:

Forgot to post this last night but here's the world gen data I use for generating a lot of volcanoes and flat-er ones. Also has higher amounts of Good Biomes because last time I was trying to make a unicorn slaughter house.

code:
[WORLD_GEN]
	[TITLE:VOLCANOES AND RIVERS]
	[DIM:65:65]
	[EMBARK_POINTS:1324]
	[END_YEAR:100]
	[BEAST_END_YEAR:50:80]
	[REVEAL_ALL_HISTORY:1]
	[CULL_HISTORICAL_FIGURES:1]
	[ELEVATION:80:320:800:800]
	[RAINFALL:5:80:400:400]
	[TEMPERATURE:35:70:400:400]
	[DRAINAGE:15:65:800:800]
	[VOLCANISM:0:100:3200:3200]
	[SAVAGERY:0:80:3200:3200]
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]
	[RAIN_FREQUENCY:1:1:1:1:1:1]
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
	[VOLCANISM_FREQUENCY:2:3:1:1:1:3]
	[POLE:NORTH_AND_OR_SOUTH]
	[MINERAL_SCARCITY:100]
	[MEGABEAST_CAP:75]
	[SEMIMEGABEAST_CAP:150]
	[TITAN_NUMBER:1]
	[TITAN_ATTACK_TRIGGER:80:0:100000]
	[DEMON_NUMBER:22]
	[NIGHT_TROLL_NUMBER:11]
	[BOGEYMAN_NUMBER:11]
	[VAMPIRE_NUMBER:26]
	[WEREBEAST_NUMBER:5]
	[SECRET_NUMBER:52]
	[REGIONAL_INTERACTION_NUMBER:22]
	[DISTURBANCE_INTERACTION_NUMBER:22]
	[EVIL_CLOUD_NUMBER:11]
	[EVIL_RAIN_NUMBER:11]
	[GENERATE_DIVINE_MATERIALS:1]
	[GOOD_SQ_COUNTS:1000:500:10]
	[EVIL_SQ_COUNTS:1:16:0]
	[PEAK_NUMBER_MIN:0]
	[PARTIAL_OCEAN_EDGE_MIN:0]
	[COMPLETE_OCEAN_EDGE_MIN:0]
	[VOLCANO_MIN:100]
	[REGION_COUNTS:SWAMP:0:0:0]
	[REGION_COUNTS:DESERT:0:0:0]
	[REGION_COUNTS:FOREST:0:0:0]
	[REGION_COUNTS:MOUNTAINS:0:0:0]
	[REGION_COUNTS:OCEAN:0:0:0]
	[REGION_COUNTS:GLACIER:0:0:0]
	[REGION_COUNTS:TUNDRA:0:0:0]
	[REGION_COUNTS:GRASSLAND:0:0:0]
	[REGION_COUNTS:HILLS:0:0:0]
	[EROSION_CYCLE_COUNT:500]
	[RIVER_MINS:400:400]
	[PERIODICALLY_ERODE_EXTREMES:1]
	[OROGRAPHIC_PRECIPITATION:1]
	[SUBREGION_MAX:2750]
	[CAVERN_LAYER_COUNT:3]
	[CAVERN_LAYER_OPENNESS_MIN:70]
	[CAVERN_LAYER_OPENNESS_MAX:100]
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:1]
	[CAVERN_LAYER_WATER_MIN:0]
	[CAVERN_LAYER_WATER_MAX:100]
	[HAVE_BOTTOM_LAYER_1:1]
	[HAVE_BOTTOM_LAYER_2:1]
	[LEVELS_ABOVE_GROUND:5]
	[LEVELS_ABOVE_LAYER_1:5]
	[LEVELS_ABOVE_LAYER_2:1]
	[LEVELS_ABOVE_LAYER_3:1]
	[LEVELS_ABOVE_LAYER_4:1]
	[LEVELS_ABOVE_LAYER_5:2]
	[LEVELS_AT_BOTTOM:1]
	[CAVE_MIN_SIZE:5]
	[CAVE_MAX_SIZE:25]
	[MOUNTAIN_CAVE_MIN:100]
	[NON_MOUNTAIN_CAVE_MIN:200]
	[ALL_CAVES_VISIBLE:0]
	[SHOW_EMBARK_TUNNEL:2]
	[TOTAL_CIV_NUMBER:40]
	[TOTAL_CIV_POPULATION:15000]
	[SITE_CAP:1500]
	[PLAYABLE_CIVILIZATION_REQUIRED:1]
	[ELEVATION_RANGES:0:0:0]
	[RAIN_RANGES:0:0:0]
	[DRAINAGE_RANGES:0:0:0]
	[SAVAGERY_RANGES:0:0:0]
	[VOLCANISM_RANGES:0:0:0]

[WORLD_GEN]
	[TITLE:Pocket VOLCANOES AND RIVERS]
	[DIM:17:17]
	[EMBARK_POINTS:1504]
	[END_YEAR:1050]
	[BEAST_END_YEAR:30:80]
	[REVEAL_ALL_HISTORY:1]
	[CULL_HISTORICAL_FIGURES:0]
	[ELEVATION:80:320:200:200]
	[RAINFALL:0:80:400:400]
	[TEMPERATURE:35:70:400:400]
	[DRAINAGE:0:65:800:800]
	[VOLCANISM:0:100:3200:3200]
	[SAVAGERY:20:100:3200:3200]
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]
	[RAIN_FREQUENCY:1:1:1:1:1:1]
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
	[VOLCANISM:0:100:3200:3200]
	[POLE:NORTH_OR_SOUTH]
	[MINERAL_SCARCITY:2500]
	[MEGABEAST_CAP:100]
	[SEMIMEGABEAST_CAP:200]
	[TITAN_NUMBER:1]
	[TITAN_ATTACK_TRIGGER:80:0:100000]
	[DEMON_NUMBER:20]
	[NIGHT_TROLL_NUMBER:10]
	[BOGEYMAN_NUMBER:10]
	[VAMPIRE_NUMBER:10]
	[WEREBEAST_NUMBER:10]
	[SECRET_NUMBER:20]
	[REGIONAL_INTERACTION_NUMBER:20]
	[DISTURBANCE_INTERACTION_NUMBER:20]
	[EVIL_CLOUD_NUMBER:10]
	[EVIL_RAIN_NUMBER:10]
	[GENERATE_DIVINE_MATERIALS:1]
	[GOOD_SQ_COUNTS:1:1:1]
	[EVIL_SQ_COUNTS:1:0:0]
	[PEAK_NUMBER_MIN:0]
	[PARTIAL_OCEAN_EDGE_MIN:0]
	[COMPLETE_OCEAN_EDGE_MIN:0]
	[VOLCANO_MIN:10]
	[REGION_COUNTS:SWAMP:0:0:0]
	[REGION_COUNTS:DESERT:0:0:0]
	[REGION_COUNTS:FOREST:0:0:0]
	[REGION_COUNTS:MOUNTAINS:0:0:0]
	[REGION_COUNTS:OCEAN:0:0:0]
	[REGION_COUNTS:GLACIER:0:0:0]
	[REGION_COUNTS:TUNDRA:0:0:0]
	[REGION_COUNTS:GRASSLAND:0:0:0]
	[REGION_COUNTS:HILLS:0:0:0]
	[EROSION_CYCLE_COUNT:250]
	[RIVER_MINS:1:1]
	[PERIODICALLY_ERODE_EXTREMES:1]
	[OROGRAPHIC_PRECIPITATION:1]
	[SUBREGION_MAX:2750]
	[CAVERN_LAYER_COUNT:3]
	[CAVERN_LAYER_OPENNESS_MIN:0]
	[CAVERN_LAYER_OPENNESS_MAX:100]
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
	[CAVERN_LAYER_WATER_MIN:0]
	[CAVERN_LAYER_WATER_MAX:100]
	[HAVE_BOTTOM_LAYER_1:1]
	[HAVE_BOTTOM_LAYER_2:1]
	[LEVELS_ABOVE_GROUND:15]
	[LEVELS_ABOVE_LAYER_1:5]
	[LEVELS_ABOVE_LAYER_2:1]
	[LEVELS_ABOVE_LAYER_3:1]
	[LEVELS_ABOVE_LAYER_4:1]
	[LEVELS_ABOVE_LAYER_5:2]
	[LEVELS_AT_BOTTOM:1]
	[CAVE_MIN_SIZE:5]
	[CAVE_MAX_SIZE:25]
	[MOUNTAIN_CAVE_MIN:1]
	[NON_MOUNTAIN_CAVE_MIN:2]
	[ALL_CAVES_VISIBLE:0]
	[SHOW_EMBARK_TUNNEL:2]
	[TOTAL_CIV_NUMBER:5]
	[TOTAL_CIV_POPULATION:15000]
	[SITE_CAP:18]
	[PLAYABLE_CIVILIZATION_REQUIRED:1]
	[ELEVATION_RANGES:36:72:36]
	[RAIN_RANGES:0:0:0]
	[DRAINAGE_RANGES:0:0:0]
	[SAVAGERY_RANGES:0:0:0]
	[VOLCANISM_RANGES:0:0:0]

Thanks for posting this. I got some very gentle, some flat, and even some sinkhole volcanoes.

Tenebrais
Sep 2, 2011

Tuxedo Catfish posted:

I like the idea of having more gameplay-oriented, long-term goals in fortress mode. I never was much for megaprojects.

Well, building your own fiefdom isn't going to be in for this major release, but maybe the next one? It seems like the natural extension from here to sort out dependent sites. Then you can get your conquest on.

verbal enema
May 23, 2009

onlymarfans.com
How many people here do adventure mode? Or is it like "lore mode" that toady is doing like for his own long term?


Is fortress mode really just a passing thought for testing things yet we all love it so goddamn hard that that's the game? currently?

Man imagine when DF is the adventure game king

PublicOpinion
Oct 21, 2010

Her style is new but the face is the same as it was so long ago...
I go through phases where I play a lot of adventure mode. It's casual no-stakes mucking about and seeing if I can find something weird or cool before my adventurer dies to something. Less time and effort requiring than a real fort.

Elth
Jul 28, 2011

I love the combat in adventure mode. It combines player and character skills in an interesting way, where you have all the options available to make use of your adventurer's abilities.

It's still really lacking in presentation and goals, but all the pieces are there to mess around with. I mean you can even build your own clubhouse to stash all your coins/severed heads in, a feature I've been wanting for almost a decade.

I really miss the DF Talk show. I know he does interviews and talks from time to time but it's not the same as listening to him rambling for an hour about all the cool ideas and plans he has for the game.

counterfeitsaint
Feb 26, 2010

I'm a girl, and you're
gnomes, and it's like
what? Yikes.

Elth posted:

I love the combat in adventure mode. It combines player and character skills in an interesting way, where you have all the options available to make use of your adventurer's abilities.

It's still really lacking in presentation and goals, but all the pieces are there to mess around with. I mean you can even build your own clubhouse to stash all your coins/severed heads in, a feature I've been wanting for almost a decade.

I really miss the DF Talk show. I know he does interviews and talks from time to time but it's not the same as listening to him rambling for an hour about all the cool ideas and plans he has for the game.

I only listened to it a few times, but his enthusiasm was just so :3:

Qubee
May 31, 2013




If any of you lot love DF Adventure mode, check out Unreal World. It's paid for on Steam, but is completely free on their website. It's pretty much a hugely beefed up Adventure mode, but with hunger, thirst and survival in mind. You can set up your own little homesteads in the form of a twiddly little temporary shelter, or a permanent log cabin. Fish by the lake, go out tracking to hunt prey, take your goods back to local villages to barter for better tools and weapons. Hunt men, buy a trusty doggo companion to help you in your adventures.

Stock up on goods in before the brutal Winter sets in. Keep on top of your food production in the form of farming, and smoking meat you hunt. You can survive on agricultural means just by itself, you need protein to balance out your diet. It's really good fun, and hunkering down over Winter and just carving utensils and expanding your log cabin because it's too cold and dangerous to do anything else is a really homey feeling. Then Spring sets in and you're back at it.

It's a loving solid game. I walked on the lake by my house whilst it was frozen over, I'd spent all spring doing this. But now it's summer, the ice was thawing. It broke. I fell in. I drowned. RIP.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
I'm on a big Legends Mode kick right now. I waste so much time generating worlds and looking over their maps and reading the histories.

If a fantasy novel hasn't yet been published whose author actually just cribbed the whole thing from DF legends mode and changed some names/races around, it's just a matter of time. And the hell of it is, with reasonable name changing effort there's really no way anyone could ever tell.

Tenebrais
Sep 2, 2011

I look forward to the first novel about Chilledaces the Boat of Losses.

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Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

Eric the Mauve posted:

I'm on a big Legends Mode kick right now. I waste so much time generating worlds and looking over their maps and reading the histories.

If a fantasy novel hasn't yet been published whose author actually just cribbed the whole thing from DF legends mode and changed some names/races around, it's just a matter of time. And the hell of it is, with reasonable name changing effort there's really no way anyone could ever tell.

There have already been procedurally generated science articles published in accredited journals, so it's only a matter of time.

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